458 lines
16 KiB
C#
458 lines
16 KiB
C#
using System.Text;
|
||
using System.Threading.Tasks;
|
||
using ColdMint.scripts.damage;
|
||
using ColdMint.scripts.deathInfo;
|
||
using ColdMint.scripts.debug;
|
||
using ColdMint.scripts.inventory;
|
||
using ColdMint.scripts.map.events;
|
||
using ColdMint.scripts.utils;
|
||
using ColdMint.scripts.pickable;
|
||
using Godot;
|
||
|
||
namespace ColdMint.scripts.character;
|
||
|
||
/// <summary>
|
||
/// <para>玩家角色</para>
|
||
/// </summary>
|
||
public partial class Player : CharacterTemplate
|
||
{
|
||
//Empty object projectile
|
||
//空的物品抛射线
|
||
private readonly Vector2[] _emptyVector2Array = [Vector2.Zero];
|
||
|
||
//抛物线
|
||
private Line2D? _parabola;
|
||
|
||
//用于检测玩家是否站在平台上的射线
|
||
private RayCast2D? _platformDetectionRayCast2D;
|
||
|
||
//抛出物品的飞行速度
|
||
private float _throwingVelocity = Config.CellSize * 13;
|
||
|
||
//射线是否与平台碰撞
|
||
private bool _collidingWithPlatform;
|
||
|
||
//How long does it take for the character to recover from a collision with the platform after jumping off the platform (in seconds)
|
||
//角色从平台上跳下后,多少时间后恢复与平台的碰撞(单位:秒)
|
||
private double _platformCollisionRecoveryTime = 0.2f;
|
||
|
||
|
||
public override void _Ready()
|
||
{
|
||
base._Ready();
|
||
CharacterName = TranslationServerUtils.Translate("default_player_name");
|
||
LogCat.LogWithFormat("player_spawn_debug", LogCat.LogLabel.Default, LogCat.UploadFormat, ReadOnlyCharacterName,
|
||
GlobalPosition);
|
||
_parabola = GetNode<Line2D>("Parabola");
|
||
_platformDetectionRayCast2D = GetNode<RayCast2D>("PlatformDetectionRayCast");
|
||
UpdateOperationTip();
|
||
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
||
if (healthBarUi != null)
|
||
{
|
||
healthBarUi.MaxHp = MaxHp;
|
||
healthBarUi.CurrentHp = CurrentHp;
|
||
}
|
||
|
||
//Mount the camera.
|
||
//挂载相机。
|
||
var mainCameraPackedScene = GD.Load<PackedScene>("res://prefab/MainCamera.tscn");
|
||
var camera2D = NodeUtils.InstantiatePackedScene<Camera2D>(mainCameraPackedScene);
|
||
if (camera2D != null)
|
||
{
|
||
NodeUtils.CallDeferredAddChild(this, camera2D);
|
||
}
|
||
}
|
||
|
||
protected override void WhenBindItemContainer(IItemContainer? itemContainer)
|
||
{
|
||
if (itemContainer == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
//Subscribe to events when the item container is bound to the player.
|
||
//在物品容器与玩家绑定时订阅事件。
|
||
itemContainer.SelectedItemSlotChangeEvent += SelectedItemSlotChangeEvent;
|
||
}
|
||
|
||
public override void _ExitTree()
|
||
{
|
||
base._ExitTree();
|
||
if (ProtectedItemContainer != null)
|
||
{
|
||
//Unsubscribe to events when this object is destroyed.
|
||
//此节点被销毁时,取消订阅事件。
|
||
ProtectedItemContainer.SelectedItemSlotChangeEvent -= SelectedItemSlotChangeEvent;
|
||
}
|
||
}
|
||
|
||
private void SelectedItemSlotChangeEvent(SelectedItemSlotChangeEvent selectedItemSlotChangeEvent)
|
||
{
|
||
var item = selectedItemSlotChangeEvent.NewItemSlotNode?.GetItem();
|
||
GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
|
||
if (item is Node2D node2D)
|
||
{
|
||
CurrentItem = node2D;
|
||
}
|
||
else
|
||
{
|
||
CurrentItem = null;
|
||
}
|
||
}
|
||
|
||
public override void _MouseEnter()
|
||
{
|
||
}
|
||
|
||
public override void _MouseExit()
|
||
{
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>Update operation prompt</para>
|
||
/// <para>更新操作提示</para>
|
||
/// </summary>
|
||
private void UpdateOperationTip()
|
||
{
|
||
var operationTipLabel = GameSceneNodeHolder.OperationTipLabel;
|
||
if (operationTipLabel == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
var operationTipBuilder = new StringBuilder();
|
||
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_left")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_left"));
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_right")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_move_right"));
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_up")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump"));
|
||
if (_collidingWithPlatform)
|
||
{
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(
|
||
TranslationServerUtils.Translate(InputMap.ActionGetEvents("ui_down")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_jump_down"));
|
||
}
|
||
|
||
var nearestItem = FindTheNearestItem();
|
||
if (nearestItem != null)
|
||
{
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(
|
||
TranslationServerUtils.Translate(InputMap.ActionGetEvents("pick_up")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_pick_up"));
|
||
if (nearestItem is IItem item)
|
||
{
|
||
operationTipBuilder.Append(item.Name);
|
||
}
|
||
|
||
operationTipLabel.Text = operationTipBuilder.ToString();
|
||
}
|
||
|
||
if (CurrentItem != null)
|
||
{
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate(InputMap.ActionGetEvents("throw")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_throw"));
|
||
if (CurrentItem is IItem item)
|
||
{
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
|
||
operationTipBuilder.Append(' ');
|
||
operationTipBuilder.Append("[color=");
|
||
operationTipBuilder.Append(Config.OperationTipActionColor);
|
||
operationTipBuilder.Append(']');
|
||
operationTipBuilder.Append(
|
||
TranslationServerUtils.Translate(InputMap.ActionGetEvents("use_item")[0].AsText()));
|
||
operationTipBuilder.Append("[/color]");
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate("action_use_item"));
|
||
operationTipBuilder.Append(TranslationServerUtils.Translate(item.Name));
|
||
}
|
||
}
|
||
|
||
operationTipLabel.Text = operationTipBuilder.ToString();
|
||
}
|
||
|
||
|
||
protected override void HookPhysicsProcess(ref Vector2 velocity, double delta)
|
||
{
|
||
//When the collision state between the platform detection ray and the platform changes
|
||
//在平台检测射线与平台碰撞状态改变时
|
||
if (_platformDetectionRayCast2D != null && _platformDetectionRayCast2D.IsColliding() != _collidingWithPlatform)
|
||
{
|
||
//When the state changes, update the action hint
|
||
//当状态改变时,更新操作提示
|
||
_collidingWithPlatform = _platformDetectionRayCast2D.IsColliding();
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
//If the character is on the ground, give an upward velocity when the jump button is pressed
|
||
//如果角色正在地面上,按下跳跃键时,给予一个向上的速度
|
||
if (Input.IsActionJustPressed("ui_up") && IsOnFloor())
|
||
velocity.Y = JumpVelocity;
|
||
|
||
//Moving left and right
|
||
//左右移动
|
||
var axis = Input.GetAxis("ui_left", "ui_right");
|
||
velocity.X = axis * Speed * Config.CellSize * ProtectedSpeedScale;
|
||
|
||
//Use items
|
||
//使用物品
|
||
if (Input.IsActionPressed("use_item"))
|
||
{
|
||
UseItem(GetGlobalMousePosition());
|
||
}
|
||
|
||
//Pick up an item
|
||
//捡起物品
|
||
if (Input.IsActionJustPressed("pick_up"))
|
||
{
|
||
var pickAbleItem = FindTheNearestItem();
|
||
var success = PickItem(pickAbleItem);
|
||
if (success)
|
||
{
|
||
if (pickAbleItem != null)
|
||
{
|
||
PickingRangeBodiesList?.Remove(pickAbleItem);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (Input.IsActionJustPressed("ui_down"))
|
||
{
|
||
if (_collidingWithPlatform)
|
||
{
|
||
//When the character stands on the platform and presses the ui_down key, we cancel the collision between the character and the platform
|
||
//当角色站在平台上按下 ui_down 键时,我们取消角色与平台的碰撞
|
||
var timer = new Timer();
|
||
AddChild(timer);
|
||
timer.WaitTime = _platformCollisionRecoveryTime;
|
||
timer.OneShot = true;
|
||
timer.Start();
|
||
timer.Timeout += () =>
|
||
{
|
||
SetCollisionMaskValue(Config.LayerNumber.Platform, true);
|
||
timer.QueueFree();
|
||
};
|
||
SetCollisionMaskValue(Config.LayerNumber.Platform, false);
|
||
}
|
||
}
|
||
|
||
|
||
//Display a parabola when an item is thrown
|
||
//抛出物品时,显示抛物线
|
||
if (Input.IsActionPressed("throw"))
|
||
{
|
||
if (_parabola == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (ItemMarker2D == null)
|
||
{
|
||
//Cannot get the marked location of the item, then do not draw a line
|
||
//无法获取物品的标记位置,那么不绘制线
|
||
return;
|
||
}
|
||
|
||
_parabola.Points = CurrentItem == null
|
||
? _emptyVector2Array
|
||
: ParabolicUtils.ComputeParabolic(ItemMarker2D.Position, GetThrowVelocity(), Gravity, 0.1f);
|
||
}
|
||
|
||
|
||
//When you raise your hand, throw the object
|
||
//抬起手时,抛出物品
|
||
if (Input.IsActionJustReleased("throw"))
|
||
{
|
||
if (ItemContainer == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (_parabola != null)
|
||
{
|
||
_parabola.Points = [Vector2.Zero];
|
||
}
|
||
|
||
ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity());
|
||
GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
|
||
CurrentItem = null;
|
||
}
|
||
}
|
||
|
||
protected override void WhenUpdateCurrentItem(Node2D? currentItem)
|
||
{
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>当玩家手动抛出物品时,施加到物品上的速度值</para>
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
private Vector2 GetThrowVelocity()
|
||
{
|
||
//We take the mouse position, normalize it, and then multiply it by the distance the player can throw
|
||
//我们拿到鼠标的位置,将其归一化处理,然后乘以玩家可扔出的距离
|
||
return GetLocalMousePosition().Normalized() * _throwingVelocity;
|
||
}
|
||
|
||
public override void _Process(double delta)
|
||
{
|
||
if (!Visible)
|
||
{
|
||
return;
|
||
}
|
||
|
||
AimTheCurrentItemAtAPoint(GetGlobalMousePosition());
|
||
var itemMarker2DPosition = Vector2.Zero;
|
||
if (ItemMarker2D != null)
|
||
{
|
||
itemMarker2DPosition = ItemMarker2D.Position;
|
||
}
|
||
|
||
var axis = Input.GetAxis("ui_left", "ui_right");
|
||
switch (axis)
|
||
{
|
||
case -1:
|
||
//Minus 1, we move to the left
|
||
//-1,向左移动
|
||
FacingLeft = true;
|
||
if (ItemMarker2D != null)
|
||
{
|
||
itemMarker2DPosition.X = -ReadOnlyItemMarkerOriginalX;
|
||
}
|
||
|
||
Flip();
|
||
break;
|
||
case 1:
|
||
//1, move to the right
|
||
//1,向右移动
|
||
FacingLeft = false;
|
||
if (ItemMarker2D != null)
|
||
{
|
||
itemMarker2DPosition.X = ReadOnlyItemMarkerOriginalX;
|
||
}
|
||
|
||
Flip();
|
||
break;
|
||
}
|
||
|
||
if (ItemMarker2D != null)
|
||
{
|
||
ItemMarker2D.Position = itemMarker2DPosition;
|
||
}
|
||
}
|
||
|
||
protected override void Flip()
|
||
{
|
||
base.Flip();
|
||
//If there is a weapon, flip it too
|
||
//如果有武器的话,也要翻转
|
||
if (CurrentItem is PickAbleTemplate pickAbleTemplate)
|
||
{
|
||
pickAbleTemplate.Flip(FacingLeft);
|
||
}
|
||
}
|
||
|
||
public override void Revive(int newHp)
|
||
{
|
||
base.Revive(newHp);
|
||
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
||
if (healthBarUi != null)
|
||
{
|
||
//The purpose of setting Hp to the current Hp is to cause the life bar to refresh.
|
||
//将Hp设置为当前Hp的目的是,使生命条刷新。
|
||
healthBarUi.CurrentHp = CurrentHp;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// <para>When the player dies</para>
|
||
/// <para>当玩家死亡的时候</para>
|
||
/// </summary>
|
||
/// <param name="damageTemplate"></param>
|
||
protected override async Task OnDie(DamageTemplate damageTemplate)
|
||
{
|
||
Hide();
|
||
ProcessMode = ProcessModeEnum.Disabled;
|
||
if (EventManager.GameOverEvent == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
var gameOverEvent = new GameOverEvent();
|
||
if (damageTemplate.Attacker != null)
|
||
{
|
||
gameOverEvent.DeathInfo = await DeathInfoGenerator.GenerateDeathInfo(this, damageTemplate.Attacker);
|
||
}
|
||
|
||
EventManager.GameOverEvent.Invoke(gameOverEvent);
|
||
}
|
||
|
||
protected override void EnterThePickingRangeBody(Node node)
|
||
{
|
||
base.EnterThePickingRangeBody(node);
|
||
if (CurrentItem == node)
|
||
{
|
||
//If the node entering the pick range is the node held by the player, then return.
|
||
//如果说进入拾捡范围的节点是玩家所持有的节点,那么返回。
|
||
return;
|
||
}
|
||
|
||
if (node is not Node2D)
|
||
{
|
||
return;
|
||
}
|
||
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
protected override void ExitThePickingRangeBody(Node node)
|
||
{
|
||
base.ExitThePickingRangeBody(node);
|
||
if (node is not Node2D)
|
||
{
|
||
return;
|
||
}
|
||
|
||
UpdateOperationTip();
|
||
}
|
||
|
||
protected override void OnHit(DamageTemplate damageTemplate)
|
||
{
|
||
base.OnHit(damageTemplate);
|
||
var healthBarUi = GameSceneNodeHolder.HealthBarUi;
|
||
if (healthBarUi != null)
|
||
{
|
||
healthBarUi.CurrentHp = CurrentHp;
|
||
}
|
||
}
|
||
} |